﻿
Shader "Custom/Pipe"

{

	Properties

	{

		_Cutoff( "Mask Clip Value", Float ) = 0.5

		_Speed("Speed", Range( 0 , 150)) = 0.01

		_MainTex("MainTex", 2D) = "white" {}

		_Number("Number", Range( 0 , 100)) = 3.082893

		[HideInInspector] _texcoord( "", 2D ) = "white" {}

		[HideInInspector] __dirty( "", Int ) = 1

	}

 

	SubShader

	{

		Tags{ "RenderType" = "TransparentCutout"  "Queue" = "AlphaTest+0" "IgnoreProjector" = "True" }

		Cull Back

		CGPROGRAM

		#include "UnityShaderVariables.cginc"

		#pragma target 3.0

		#pragma surface surf Standard keepalpha addshadow fullforwardshadows 

		struct Input

		{

			float2 uv_texcoord;

		};

 

		uniform sampler2D _MainTex;

		uniform float _Speed;

		uniform float _Number;

		uniform float _Cutoff = 0.5;

 

		void surf( Input i , inout SurfaceOutputStandard o )

		{

			float2 temp_cast_0 = (_Number).xx;

			float2 uv_TexCoord158 = i.uv_texcoord * temp_cast_0;

			float4 tex2DNode174 = tex2D( _MainTex, ( ( _Speed * _Time ) + uv_TexCoord158.x ).xy );

			o.Albedo = tex2DNode174.rgb;

			o.Alpha = 1;

			clip( tex2DNode174.a - _Cutoff );

		}

 

		ENDCG

	}

	Fallback "Diffuse"

}
